attribute vec3 a_PosL;
//attribute vec2 a_UV;
uniform mat4 u_MatrixWVP;

//varying vec2 v_UV; 
void main() {
	vec4 PosW = vec4(a_PosL, 1.0);
	gl_Position = u_MatrixWVP * PosW;
	
	//v_UV = a_UV;
}